
#ifndef CombatSysState_Peace_H
#define CombatSysState_Peace_H

#include "CombatState.h"

/*
*
*	CombatState Peace
*
*	state Peace:		in combat, ready for casting a spell to its target
*/
class TCOM_API  CombatState_Peace : public ICombatState
{
public:
	CombatState_Peace(void);
	virtual ~CombatState_Peace();
	// 
	//	Fire when enter a new state
	//
	virtual void enter();

	// 
	//	Fire just before leaving a state
	//
	virtual void leave();

	// 
	//	update in current state
	//
	virtual bool update(int nElapse);

	// 
	//	onEvent callback in current state
	//
	virtual void onEvent(IEvt& evt);
protected:
};


/*
*
*	CombatState Peace For Role
*
*	state Peace:		in combat, ready for casting a spell to its target
*/
class TCOM_API  CombatState_Peace_R : public CombatState_Peace
{
public:
	CombatState_Peace_R(void);
	virtual ~CombatState_Peace_R();
	// 
	//	Fire when enter a new state
	//
	virtual void enter();

	// 
	//	Fire just before leaving a state
	//
	virtual void leave();

	// 
	//	update in current state
	//
	virtual bool update(int nElapse);

	// 
	//	onEvent callback in current state
	//
	virtual void onEvent(IEvt& evt);
protected:
};


#endif
